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[MUD-Dev] Re: what's fun?
On Sun, 28 Jun 1998 06:19:23 -0400
Richard Bartle<76703.3042#compuserve,com> wrote:
> On Fri, 26 Jun 1998 14:21:52 -0700 J C Lawrence
> <claw#under,engr.sgi.com> Wrote:
>> Mike Sellers<mike#bignetwork,com> wrote:
>>> Does it all come back to Bartle's suits?
>> Nahh, that merely attempts to classify goals.
> Excuse me? Less of the "merely", please...
At the level of the discussion, that of defining "what is fun", my
comment would seem accurate.
> That paper attempts to get MUD designers (among others) to think
> about player dynamics rather than going in blindly. Furthermore, it
> proffers advice as to how to adjust these dynamics. You may disagree
> with any or all of it, but it doesn't "merely" attempt to classify
> goals.
Yes, your paper does do more than merely classify goals, however those
extra values don't seem pertinent to an attempt to define "fun" on a
MUD level. They are pertinent as you say to building a "fun" game,
just not to defining "fun" itself.
Its a question of focus.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: Databases: was Re: skill system, (continued)
- [MUD-Dev] Re: Levelless MUDs,
Ling K.L.Lo-94#student,lboro.ac.uk, Wed 01 Jul 1998, 19:39 GMT
- [MUD-Dev] Re: what's fun?,
J C Lawrence claw#under,engr.sgi.com, Wed 01 Jul 1998, 17:12 GMT
- [MUD-Dev] Re: WIRED: Kilers have more fun,
Maddy maddy#fysh,org, Wed 01 Jul 1998, 16:01 GMT
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